Second Life as Web 2.0?
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Second Life as Web 2.0?

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I compare the features of extensible 3D modeling environments with new developments in Web 2.0 technologies. A successful presentation for a full-time lectureship at San Jose State University.

I compare the features of extensible 3D modeling environments with new developments in Web 2.0 technologies. A successful presentation for a full-time lectureship at San Jose State University.

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Second Life as Web 2.0? Presentation Transcript

  • 1. Second Life as Web 2.0?
  • 2. 3D Virtual Environments as “Web 2.0” Applications By Jeremy Kemp, M.Ed., M.S.J. Presented November 26th, 2007 (For Lecturer Appointment)
  • 3. The virtual university SAN JOSE STATE JOINS INTERNET-BASED WORLD OF SECOND LIFE By Kara Andrade San Jose Mercury News 11/23/2007 http://tinyurl.com/325xns (Tower Model by SJSU student Anathea Lopez}
  • 4. My passion: Researching best practices for using 3D and web-connected social environments to teach at a distance and support information-seeking.
  • 5. Jeremy Kemp, M.Ed, M.S.J. Assistant Director, Second Life Campus School of Library & Information Science San José State University jkemp@slis.sjsu.edu - http://slisweb.sjsu.edu
  • 6. Who am I? Product Manager 1996 Entered MUVEs (Bungie) 1998- Online teaching (PCC) 1999- Dosimetry Online (Stanford) 2001 WebCT Admin (SJSU) 2001- Heart Murmur Sim 2006 Simteach.com Wiki 2006- Second Life Campus (SLIS) 2007-
  • 7. games
  • 8. Dosimetry
  • 9. HMS
  • 10. Simteach.com wiki
  • 11. Overview 1. Web 2.0 and Virtual Worlds 2. Mashups and interoperability 3. Research opportunities
  • 12. Part 1: This really is ... http://en.wikipedia.org/wiki/Image:Web_2.0_Map.svg
  • 13. Network effect “the value of a telecommunications network is proportional to the square of the number of users of the system.” - Robert Metcalfe
  • 14. Virtual Worlds
  • 15. Virtual Worlds • Customizable Avatars • 3D rendering • An economy with ownership and scarcity • Some degree of persistence (things stay around)
  • 16. Intel Megatrends, Sept 07 • Social networking growing mature • User-created content ubiquitous • High Def TV and displays • Virtual economy connection to RL money • Has become socially acceptable and mainstream http://simteach.com/wiki/index.php?title=RattnerIDF
  • 17. Gartner Hype Cycle
  • 18. Disillusionment with SL
  • 19. Two 3D game examples • The Sims – Play by yourself – All objects are preloaded – Build structures from templates • World of Warcraft – Millions of users working in teams – All objects are preloaded – Gather prizes for your character – Everything resets when you log
  • 20. The Sims (Not Web 2.0)
  • 21. Company sells objects
  • 22. Earning objects
  • 23. Putting down templates
  • 24. Cumulativity
  • 25. World of Warcraft (Not Web 2.0)
  • 26. Collaboration
  • 27. Web 2.0 • Coined by Tim O’Reilly (2004) – Internet as platform 1. PC (Windows, Office) 2. Browser (Netscape, Yahoo index) 3. Web Database apps - device independent (Google Docs, Wikipedia, Facebook) – User-created content – Network effects – The Long Tail (Chris Anderson, 2004)
  • 28. Part 2: The NEW Web 2.0 • Mashups where data flows freely • Extensible application interfaces • Virtual worlds become 3D skins
  • 29. New Stanford Class
  • 30. Extensible community
  • 31. Second Life is more like Facebook than World of Warcraft.
  • 32. The virtual university SAN JOSE STATE JOINS INTERNET-BASED WORLD OF SECOND LIFE By Kara Andrade San Jose Mercury News 11/23/2007 http://tinyurl.com/325xns (Tower Model by SJSU student Anathea Lopez}
  • 33. Customized applications in Second Life
  • 34. Database Query
  • 35. Blogging tools
  • 36. Web Calendar Controller
  • 37. The virtual university SAN JOSE STATE JOINS INTERNET-BASED WORLD OF SECOND LIFE By Kara Andrade San Jose Mercury News 11/23/2007 http://tinyurl.com/325xns (Tower Model by SJSU student Anathea Lopez}
  • 38. Animate your Avatar
  • 39. Part 3: Research Opportunities • Instrumented places and objects • Data visualizations (3D desktop) • Heuristics of Instructional Design • Learning Management System plugins (Moodle, Angel)
  • 40. Instrumenting Objects • Teen spaces prototypes
  • 41. Automatic Survey Gathering
  • 42. Visitor Tracking
  • 43. Data visualizations (3D desktop)
  • 44. One avatar for all “…market pressures will lead to a merging of current virtual worlds into a smaller number of open-sourced environments… with the use of a single, universal client.” -Gartner, Inc.
  • 45. Apple Leopard
  • 46. Linux CompViz
  • 47. Windows Vista
  • 48. Heuristics of Instructional Design • Concreteness Fading • Affective computing
  • 49. Concreteness Fading Concrete Abstract Representation Representation “FADE” The Transfer of Scientific Principles Using Concrete and Idealized Simulations. Robert L. Goldstone, Ji Y. Son. Journal of the Learning Sciences 2005 14:1, 69-110.
  • 50. Information wrapped in emotion • “botched lobotomy… a time-sucking black hole” • “revolutionary breakthrough… disruptive innovation” • It riled you up, makes your blood boil or your endorphins flow.
  • 51. LMS plugins (Moodle, Angel)
  • 52. Sloodle Diagram
  • 53. Eduserv Grant • 80,000 GBP for Sloodle
  • 54. Sloodle Web Survey
  • 55. Service in the Field • National Education Co-Chair • Simteach Wiki • Sloan-C Co-Chair (May 08) • ALA Arts Island (Jan 08) • “ARVEL” AERA SIG
  • 56. Jeremy Kemp, M.Ed, M.S.J. Assistant Director, Second Life Campus School of Library & Information Science San José State University jkemp@slis.sjsu.edu - http://slisweb.sjsu.edu